Editing
Heretical Cult Creation Tables
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Equipment and Identifiers of the Cult== ''' Roll 1D6 for each to see how many results the Cult receives, then reroll the required die for the number of options given. ''' {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" | Armaments and Defenses (1d20) |- ! 1-2 | '''Plentiful Ammunition:''' The cult favors solid projectile weapons, grenades, and other armaments that rely upon easy access to large stores of ammunition. |- ! 3 | '''Intricate Craftsmanship:''' Items possessed by cultists, whether utilitarian gear, deadly weapons, or ritual implements, tend to be finely made and ornate. |- ! 4-5 | '''Brutal Weaponry:''' When forced to action, the cult uses simple, direct weaponry. Heavy axes, huge mauls, and similar weapons are common. More advanced armaments follow similar trends, with chainswords, autoguns, and bolt weapons being preferred when accessible. |- ! 6-7 | '''Fortified Protection:''' It is particularly hard to put down these cultist forces, thanks to their tendency towards extensive protections. Military-grade flak armor, or sometimes even carapace plating, is not uncommon among their ranks. The elite may even possess force fields or psychic defenses. |- ! 8 | '''Heavy Firepower:''' For a shadowy cabal or coven, the cultists have far bigger guns than might be expected. They make frequent use of powerful weapons in their battles, such as heavy stubbers, grenade launchers, or more devastating devices |- ! 9 | '''Advanced Technology:''' The cultists are unusually familiar with unusual devices, as evidenced by their use of encrypted vox channels, multi-spectral scanners, or even xenos weaponry. |- ! 10 | '''Wyrdcraft/Sorcery:''' The elite of the cult bear amulets imbued with witch-inscribed charms, or wield blades inscribed with runes of hellish power. Their unnatural armaments are nearly as deadly to the wielder as to his foes, but they remain a threat that should not be underestimated. |- ! 11-12 | '''Cover of Position, Shield of Repute''': The cult has good publicity or someone influential to protect it from retribution. |- ! 13 | '''Beasts''': The cult trains, breeds and alters living creatures to suit their goals and defend themselves from opponents. |- ! 14-15 | '''Instruments of the Xenos''': Through some obscure means, the cult has access to a large supply of xenotech. Depending on the circumstances, this can be better or worse gear than imperial equivalents but it does mean that it becomes more difficult to counter their technology through delicate methods than cults that use imperium derived equipment. |- ! 15-16 | '''Instruments of the Daemon''': The cult uses chaos summoning, daemon weapons, daemon engines and chaos artifacts to fight off those who threaten it. |- ! 17-18 | '''Extensive Bodily Modification''': This cult makes use of extensive bodily modifications to bolster its forces. These modifications could be biological in nature such as controlled (as much as it could) chaos mutations or tampering with the holy human form or mechanical in nature similar to that of the Adeptus Mechanicus. |- ! 19-20 | '''Otherwordly Allies''': The cult has allies in unknown places and may not even know the true nature of their allies. |- |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Tokens of Allegiance (1d10) |- ! 1 | '''Symbolic Color:''' The cultists show their affiliation through outfits that incorporate a specific colour to reflect their beliefs. It may be a shade uncommon among the local populace, or always worn on a particular garment. |- ! 2 | '''Special Material:''' Some of the garb or gear used by the cult incorporates materials rarely used by those outside the cult. Offworld fabrics, the bones of rare beasts, or even xenos trinkets could all be possible signs of cultist ties. |- ! 3 | '''Favored Craftsmanship:''' The makerโs mark or factory stamp of a particular craftsman or facility can be found on a great deal of cultist equipment. |- ! 4-5 | '''Hidden Sign:''' A rune or other visual motif identifies the cultists. They might wear the sign on hidden pendants, hide it amidst other signs at businesses they control, or otherwise display it to those who know where to look. |- ! 6-7 | '''Secret Chant:''' Code phrases and passwords are used by the cultists to confirm their allegiance. In extreme cases, they may have even developed an entire language of false meanings, allowing them to secretly converse wherever they please. |- ! 8 | '''Marked Flesh:''' The perfidy of the cultists is worn on their very flesh. They may bear a hidden brand or tattoo declaring their membership, or a worse deformity might mark them as among the ranks of an inhuman throng. |- ! 9 | '''Marked Mindset:''' Visible only by mastery of the Warp or arcane techno-sorcery, the very thoughts of cultists mark their loyalty. This may be the memory of an event, an implanted passkey of memory, or even the brainwaves of a member. |- ! 10 | Roll twice, combining elements of both results |- |}
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information